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tutorial:blocks [2024/04/15 01:44] – update solidblocktutorial:blocks [2024/06/17 13:02] solidblock
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     @Override     @Override
     public void onInitialize() {     public void onInitialize() {
-        Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);+        // For versions below 1.21: 
 +        // Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK); 
 +        // For versions since 1.21: 
 +        Registry.register(Registries.BLOCK, Identifier.of("tutorial", "example_block"), EXAMPLE_BLOCK);
     }     }
 } }
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         Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);         Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);
         // For versions below 1.20.5:         // For versions below 1.20.5:
-        Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new FabricItemSettings())); +        // Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new FabricItemSettings())); 
-        // For versions since 1.20.5+        // For versions below 1.21
-        Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings()));+        // Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings())); 
 +        // For versions since 1.21: 
 +        Registry.register(Registries.ITEM, Identifier.of("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings()));
     }     }
 } }
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 To make your block drop items when broken, you will need a //loot table//. The following file will cause your block to drop its respective item form when broken:  To make your block drop items when broken, you will need a //loot table//. The following file will cause your block to drop its respective item form when broken: 
  
-<code JavaScript src/main/resources/data/tutorial/loot_tables/blocks/example_block.json>+For versions since 1.21, the path is ''src/main/resources/data/tutorial/**loot_table**/blocks/example_block.json''. Before version 1.21, the path was ''src/main/resources/data/tutorial/**loot_tables**/blocks/example_block.json''
 + 
 +<code JavaScript src/main/resources/data/tutorial/loot_table/blocks/example_block.json>
 { {
   "type": "minecraft:block",   "type": "minecraft:block",
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 In minecraft 1.17, there has been a change for breaking blocks. Now, to define harvest tools and harvest levels, we need to use tags. Read about tags at: [[tutorial:tags|Tags Tutorial]]. The tags that we need to add the block to are: In minecraft 1.17, there has been a change for breaking blocks. Now, to define harvest tools and harvest levels, we need to use tags. Read about tags at: [[tutorial:tags|Tags Tutorial]]. The tags that we need to add the block to are:
  
- * Harvest tool: ''src/main/resources/data/minecraft/tags/blocks/mineable/<tooltype>.json'', where ''<tooltype>'' can be any of: ''axe'', ''pickaxe'', ''shovel'' or ''hoe'' + * Harvest tool: ''src/main/resources/data/minecraft/tags/**block**/mineable/<tooltype>.json'', where ''<tooltype>'' can be any of: ''axe'', ''pickaxe'', ''shovel'' or ''hoe'' (replace "//**block**//" with "//**blocks**//" for versions below 1.21) 
- * Harvest level: ''src/main/resources/data/minecraft/tags/blocks/needs_<tier>_tool.json'', where ''<tier>'' can be any of: ''stone'', ''iron'' or ''diamond'' (//not including// ''netherite'')+ * Harvest level: ''src/main/resources/data/minecraft/tags/**block**/needs_<tier>_tool.json'', where ''<tier>'' can be any of: ''stone'', ''iron'' or ''diamond'' (//not including// ''netherite'') (replace "//**block**//" with "//**blocks**//" for versions below 1.21)
  
-<code JavaScript src/main/resources/data/minecraft/tags/blocks/mineable/pickaxe.json>+<code JavaScript src/main/resources/data/minecraft/tags/block/mineable/pickaxe.json>
 { {
   "replace": false,   "replace": false,
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 </code> </code>
  
-<code JavaScript src/main/resources/data/minecraft/tags/blocks/needs_stone_tool.json>+<code JavaScript src/main/resources/data/minecraft/tags/block/needs_stone_tool.json>
 { {
   "replace": false,   "replace": false,
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     // For versions below 1.20.5, the parameters should be "BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit"     // For versions below 1.20.5, the parameters should be "BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit"
     @Override     @Override
-    public ActionResult onUse(World world, PlayerEntity player, BlockHitResult hit) {+    public ActionResult onUse(BlockState state, World world, BlockPos pos, PlayerEntity player, BlockHitResult hit) {
         if (!world.isClient) {         if (!world.isClient) {
             player.sendMessage(Text.literal("Hello, world!"), false);             player.sendMessage(Text.literal("Hello, world!"), false);
Line 231: Line 238:
     @Override     @Override
     public void onInitialize() {     public void onInitialize() {
-        Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK); +        // For versions below 1.21: 
-        Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings()));+        // Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK); 
 +        // Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings())); 
 +         
 +        // For versions since 1.21: 
 +        Registry.register(Registries.BLOCK, Identifier.of("tutorial", "example_block"), EXAMPLE_BLOCK); 
 +        Registry.register(Registries.ITEM, Identifier.of("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings()));
     }     }
 } }
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 You can also define other types of shapes for the block. The type of shapes of blocks include: You can also define other types of shapes for the block. The type of shapes of blocks include:
   * **outline shape**: the shape used as default value for most type of shapes. In the worlds, when you points to the shape, the translucent black outline is displayed according to this shape. Most times it should not be empty.   * **outline shape**: the shape used as default value for most type of shapes. In the worlds, when you points to the shape, the translucent black outline is displayed according to this shape. Most times it should not be empty.
-  * **collision shape**: the shape used to calculate collisions. When entities (including players) are moving, their collision box usually cannot intersect the collision shape of blocks. Some blocks, such as fences and walls, may have a collision shape higher than one block. Some blocks, such as flowers, have an empty collision shape. Apart from modifying ''getCollisionShape'' method, you can also call ''noCollision'' in the ''FabricBlockSettings'' when creating the block.+  * **collision shape**: the shape used to calculate collisions. When entities (including players) are moving, their collision box usually cannot intersect the collision shape of blocks. Some blocks, such as fences and walls, may have a collision shape higher than one block. Some blocks, such as flowers, have an empty collision shape. Apart from modifying ''getCollisionShape'' method, you can also call ''noCollision'' in the ''Block.Settings'' when creating the block.
   * **raycasting shape**: the shape used to calculate raycasting (the process judging which block you are pointing to). You usually do not need to specify it.   * **raycasting shape**: the shape used to calculate raycasting (the process judging which block you are pointing to). You usually do not need to specify it.
   * **camera collision shape**: the shape used to calculate the position of camera in third-party view. Glass and powder snow have an empty camera collision shape.   * **camera collision shape**: the shape used to calculate the position of camera in third-party view. Glass and powder snow have an empty camera collision shape.
tutorial/blocks.txt · Last modified: 2024/07/04 16:29 by mineblock11